[2.1.7] 'sv_noitems'

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Expand view Topic review: [2.1.7] 'sv_noitems'

by Marcus101RR » Thu Aug 16, 2007 4:44 pm

Graf Zahl wrote:Sorry, it's not the same and will create problems. sv_noitems only disabled items that went into the player's inventory and these are handled differently now.
So why not remove Keep Armor, Keep PowerUps dmflags completely?

by Graf Zahl » Thu Aug 16, 2007 11:20 am

Sorry, it's not the same and will create problems. sv_noitems only disabled items that went into the player's inventory and these are handled differently now.

by Karate Chris » Thu Aug 16, 2007 2:43 am

The following code stopped the powerups respawing for me.

Find:

Code: Select all

		if (dmflags & DF_NO_ITEMS)
		{
//			if (i->IsDescendantOf (RUNTIME_CLASS(AArtifact)))
//				return;
		}
Replace With:

Code: Select all

		if (dmflags & DF_NO_ITEMS)
		{
			if (i->IsDescendantOf (RUNTIME_CLASS(APowerupGiver)))
				return;
		}

by Marcus101RR » Wed Aug 15, 2007 10:11 pm

Okay well exclude that from my dmflags bug. I reported it since dmflags for power ups and armor did not work. I am wondering why that dmflag doesn't work anymore.

by Karate Chris » Sat Jul 28, 2007 6:47 am

I wondered why it was commented out. :wink:

by Graf Zahl » Sat Jul 28, 2007 5:35 am

This option has been inactive since the inventory overhaul and I'm afraid is not so easy to re-implement so for now it will stay as it is.

[2.1.7] 'sv_noitems'

by Karate Chris » Mon Jul 23, 2007 8:15 am

When 'sv_noitems' is set to 'true' it doesn't work.

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